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General Tabletop Discussion
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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4476916" data-attributes="member: 710"><p>We running into the problem of complaining about a system that doesn't suit our needs, but here is the deal with this "Orc Axe Killer behind door": </p><p>In one moment, you are in an entirely non-combat situation. Then you decide to risk getting into a combat situation by opening the door. But this not just triggers the combat situation, but all ready the end-effect of combat - someone ends up dead (your character). There is no time to react and to acknowledge the risk of combat. You moved from a likelihood of combat occuring to the fact of death occuring before you can intervene in anyway. And thanks to the entire ablative hit point concept, the system also gave you the illusion of having a protection against it - and usually, it <em>does</em>. I personally think this is more then just a "you're playing the wrong game". The game design itself is wrong due to an inconsistency of how risks are managed. </p><p></p><p>Other games are more open-front about lethality (or-non-lethality). Warhammer is a deadly system - if you face superior odds, chances of getting seriously hurt or killed are not low. Though - even if it happens, you can spend a fortune point and stay alive, but knocked out. If you added this step of spending some game resource - karma, fortune, possibilities - to negate "Death of Random Critical" or "Death of Failing a Saving Throw", the game would be perceived differently - even if the character doesn't get to react, the player does.</p><p></p><p>In a combat where your hit points are continually whittled down, you don't need such a system - you have a far tighter control on the risks, and thus all risks are well calculated.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4476916, member: 710"] We running into the problem of complaining about a system that doesn't suit our needs, but here is the deal with this "Orc Axe Killer behind door": In one moment, you are in an entirely non-combat situation. Then you decide to risk getting into a combat situation by opening the door. But this not just triggers the combat situation, but all ready the end-effect of combat - someone ends up dead (your character). There is no time to react and to acknowledge the risk of combat. You moved from a likelihood of combat occuring to the fact of death occuring before you can intervene in anyway. And thanks to the entire ablative hit point concept, the system also gave you the illusion of having a protection against it - and usually, it [I]does[/I]. I personally think this is more then just a "you're playing the wrong game". The game design itself is wrong due to an inconsistency of how risks are managed. Other games are more open-front about lethality (or-non-lethality). Warhammer is a deadly system - if you face superior odds, chances of getting seriously hurt or killed are not low. Though - even if it happens, you can spend a fortune point and stay alive, but knocked out. If you added this step of spending some game resource - karma, fortune, possibilities - to negate "Death of Random Critical" or "Death of Failing a Saving Throw", the game would be perceived differently - even if the character doesn't get to react, the player does. In a combat where your hit points are continually whittled down, you don't need such a system - you have a far tighter control on the risks, and thus all risks are well calculated. [/QUOTE]
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